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May 24th, 2018
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  1. void wf_scene_rendition(wf_scene_t scene, wf_view_t view, wf_pixelbuffer_t pixelbuffer )
  2. {
  3.     for(size_t x = 0; x != pixelbuffer->x; x++)
  4.     {
  5.         wf_ray = create_ray(view, pixelbuffer, x);
  6.         wf_vector_t where;
  7.         wf_wall_t wall = find_wall(scene, ray, &where);
  8.         if (wall)
  9.         {
  10.             render_wall(wall, view, where, pixelbuffer);
  11.         }
  12.     }
  13. }
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